Game Development Community

GameSpace SDK - Plugin Development

by Paulo Egidio · in Artist Corner · 04/28/2005 (11:10 am) · 27 replies

Hi everyone....

I've been playing around trying to build a level exporter(custom made) for Torque, since most level exporters don't support this or that feature of Torque, and also to learn how to make plugins for Gs, since I probably will be making a few of them to make my life easier : )

One problem I'm having is this : The notebook option of an object, where you can type text and stuff... can't seem to find a way to access it via the SDK. Anyone here knows how to make this? I know ist possible because DTS Exporter by DarkIndustries does it, but I can't seem to find out how.

I've already posted at DarkIndustries, but to no avail....

Help me GG community....You're my only hope! (heheh...Star Wars pun intended : ) )
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#1
05/06/2005 (8:56 am)
No help on the Caligari forums either? And I guess the source of the DarkIndustries exporter isn't public?
#2
05/06/2005 (9:02 am)
It'd be great if you can get this working. I'm always looking for new gameSpace tools.
#3
05/06/2005 (9:09 am)
Caligari is no help when it comes to SDK's. Tried working with them for years, and the only thing I've seen is 99% of their thrid party vendors go away (including myself, since I saw what they're doing with the SDK in v7). Dark Industries might be busy with other things (I believe they released source to their exporter, but I'm not certain). Download the tS6.6 SDK and see if there's anything in there about it.
#4
05/06/2005 (1:18 pm)
Thanks for all the info people!

Since I'm kinda persistent ; ) , I managed to do it.
I've already exported a simple shape(cube) and converted it into torque and quark without any troubles.

Acctually it's very simple, once you figure out the math AND(the hardest part), th SDK.

This exporter is expected to work with any engine, since I'm going to only hard code the basics of .map exporting, everything else is going to be set inside the notebook of the object, so you can do stuff like set a portal, just by typing "portal" in the notebook, for example.

When I'm done, I'll release it as freeware to the GG comunity, and probably in the future will release the source code too.

What I'm going to be needing is some people wanting to help in providing scenes that I could convert, or I could send out the tsx to a few selected individual and they try it for some time, reporting the problems that they face, yada, yada....

Thanks!!!
#5
05/06/2005 (1:23 pm)
Thanks for all the info people!

Since I'm kinda persistent ; ) , I managed to do it.
I've already exported a simple shape(cube) and converted it into torque and quark without any troubles.

Acctually it's very simple, once you figure out the math AND(the hardest part), th SDK.

This exporter is expected to work with any engine, since I'm going to only hard code the basics of .map exporting, everything else is going to be set inside the notebook of the object, so you can do stuff like set a portal, just by typing "portal" in the notebook, for example.

When I'm done, I'll release it as freeware to the GG comunity, and probably in the future will release the source code too.

What I'm going to be needing is some people wanting to help in providing scenes that I could convert, or I could send out the tsx to a few selected individual and they try it for some time, reporting the problems that they face, yada, yada....

Thanks!!!
#6
05/08/2005 (6:23 pm)
Hey people....

I'm accepting scene files made in GameSpace or TrueSpace so I can teste my plugin.
Email them at eduardo-cs at insurance-solutions dot com dot br.

Thanks!!!!
#7
07/12/2005 (12:45 pm)
@Paulo:

What's the status of your project.

I also have written some simple gameSpace plugins
and have had the same thoughts as you, but never
came to any implementation state. Great that anyone
else did :)

Did you get any scenes to test with?

Is you plugin (tsx) published anywhere?

/roland
#8
07/12/2005 (12:55 pm)
Roland,

My plugin is working. It generates a fully capable .map file that understands Detail, Portals, Mirrors, Light(Omni only at the moment, but can be expanded very easely).

I'm acctualy working with it to develop my game since the Greenbriar exporter that I bought with caligari simply DOSEN'T gerenrate portals!!!! Imagine that on large maps....huh?!?!

I tried contacting the author and offered him my idea but it stoped flat...so I went on ahead and made mine. And just to juice it up a bit, I implemented a full pipeline that generates the .dif from gamespace, calling map2dif and showing the output on the screen, all from within gamespace

If you want, I'll send it to you via Email so you can try it out and test with your maps....

My email is eduardo at insurance-solutions dot com dot br

Thanks
#9
07/14/2005 (4:07 pm)
Hi Paulo,
How does the plugin work?
Do you have an interface in gameSpace that lets you configure the options for export?

Do you have screenshots on how it used?
Does the modeller have to create the level of details and the portals himself?

I'm interested in using this.
#10
07/15/2005 (6:38 am)
David,

- It's a TSX that you install in GameSpace. It parses the scene and creates a .map file that can be used to create dif using map2dif/map2dif_alpha;

- Yes, there's a simple interface that lets you configure the output directories, map2dif options, and it runs map2dif from within gameSpace so you don't have to leave and outputs the results to a console within gameSpace;

- No, sorry, no screens... but I can arrange some to post here though;

- Yes, I created this plugin for myself because all the ones (even the GreenBriar one) that is sold with GameSpace suck, but I didn't tackle it to make things for the modeller, he still has to make it. But, I simplified the process by letting any kind of primitive to be a portal, etc, just by setting the object notebook with "portal". The plugin parses the object notes and generates the correct string form the .map format;

If you like, send me and email at eduardo at insurance-solutions dot com dot br and i'll send you the plugin.

I'm open to suggestions on how to better the plugin also!
#11
07/15/2005 (9:55 am)
Good to hear.
Have you tried the updated tsx
gameSpace DTS Exporter 2
(by your comments, I am not sure)

Anyway, yes, I would like to get your tsx and try it out. I will send you an email.

I would also like to encourage you to release the tsx and post it as a resource here.

--------------
I know you have a DIF exporter, but just curious if you have looked at the new DTS exporter that was created.
#12
07/15/2005 (10:18 am)
David,

I use the said plugin and it works great...for DTS objects.
My plugin works for DIF objects, not DTS.

Hope that clears it up.

I will release it as a resource as soon as my testing with some other users are done and I get some documentation done for it.
#13
07/15/2005 (10:23 am)
Lol,

I just updated my previous post.
I sent you an email.

THanks.
#14
07/15/2005 (6:55 pm)
Yeah, Greenbriar's level exporter was a big disapointment. I did find an excellent tsx for exporting to DIF at aeongames. It's about 25$ and has full TGE support. It also has a nice texture tool that works well but, just takes too long in aligning textures thus killing the flow in the work pipeline...
Anyways, glad to see you're releasing your exporter for free! Kudo's! I am curious what you have implemented for texturing? I know you can't just pull the texture coord's from tS (which would be nice) but do you have a tool for texturing or something else?

Thanks
#15
07/16/2005 (6:48 am)
Eric,

Thanks for the interest!
Anyways, right now the exporter is in it's infancy...that's why I need the community to help along.
I'm probably gonna release the source code for others to help me, probably put it up in sourceforge.
As soon as I finish the beta testing with some users, I'll realease the code and oversee changes with the community...
So GG comunity, what do you say ? ; )
#16
07/16/2005 (7:13 am)
@Paulo

I say that your effort is great and welcome,
and publishing the sourcecode is even more great of you.

This way the community can help togheter to get a
gameSpace exporter for DIF's.

Super of you.

Many thanks

/roland
#17
07/16/2005 (8:59 am)
Hey all,

I've submitted a request for a Project on SourceForge.
It takes two bussines day for a aye or nay, so just bear with me ; )
After the beta testing is over, I'll post it up there... I hope this only takes about one week... however, this depends greatly on how many ppl are willing to give some of their time to help me out.

I'll not be abandoning the project...I'll just be giving the source out to other that want to make a contribution.
Since this is a community, and I'm learning a lot from it, this is my way to repay it.
Hope this gets off the ground and we make a kickass exporter!

Well, any questions should be sent to eduardogomes at users dot sourceforge dot net, or in the thread.

Let's make an exporter worthy of Torque!
#18
07/16/2005 (9:15 am)
Paulo,

Great to hear the direction you are taking.

I'm having some issues with the exporter and when I have been able to document them, I will let you know.

-----------
The aeongames exporter looks interesting, but looks like it has or will be abandoned as the person is working with XSI now.

------------
what did you use to make the exporter? I'm betting on vc6 or 7, :(
#19
08/06/2005 (7:32 pm)
Hello;
Have you gotten the project installed on sourceforge yet? I am interested
in this project, and would like to know it's current status. Best of luck.
#20
08/08/2005 (7:09 am)
@Dale : I've created a project, but it's been rejected..those ppl at sourceforge.net are pesky!
I've got an email stating that my project was rejected because the description was imcomplete!
I'll get around to doing it again till the end of the month.
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